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daihtnaoz

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    21
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    A long, long time ago...

Everything posted by daihtnaoz

  1. Transit enabled Rural Trail Set

    Forgot the thumbs!
  2. Transit enabled Rural Trail Set

    Yes! Thank you Darmok! Now I can finally put these to use. :) 10/10 and extra points for effort on fixing the problem. Thanks again.
  3. Transit enabled Rural Trail Set

    Scratch my last comment.. I misread flojitim's post and tried changing the building file with positive results! Except for having the wrong values, everything seemed to be in place...props and all. Perhaps a reworking of the building file may help. BTW Darmok, have you tried running a downloaded set of the lots from the STEX or are you still using your originals? Just an idea to test out.
  4. Transit enabled Rural Trail Set

    I tried changing the names of the files in the LE and only acheived a double amount of trails with brown boxes.:( I may just resort to using PEG's no brown boxes mod.....
  5. Transit enabled Rural Trail Set

    Sorry Darmok...I just tried the PEG .dat you mentioned with no effect. It looks like flojitom might be on to something however. Unfortunately I'm no good with the LE, but I'll poke around and see what I can come up with.
  6. Transit enabled Rural Trail Set

    I tried a very basic run with just the nessecary files in my plugins folder and it seems that the boxes are there to stay until we can find the missing piece of the puzzle.
  7. Transit enabled Rural Trail Set

    I have the same problem BoeMatic, it would appear that a particular prop used in those specific areas may be the problem. A lot of texture and prop packs have been condensed lately and i'm wondering if maybe something got left out of the loop. I,m gonna try moving my plugins and installing only the listed dependencies to see if there's a conflict.
  8. Transit enabled Rural Trail Set

    Seems that I have the brown box problem too. I'm missing the same texture file and have two RHW buttons in my menu. I made sure to download and install all of the correct dependencies (and the dependencies for them as well!), then triple checked that there was nothing I had missed....but unfortunately the brown boxes are still being delivered.
  9. Hello everyone, I was wondering if there's been any consideration for the creation of any ploppable lots to dress up suburban street corners? Please excuse the messy drawing, but this is just an example of what i'm talking about. The lot would need to be transit enabled obviously but i'm unsure if it could be done to only allow the car automata on the main street areas (not the actual circle) and still allow the RCI's to develop around the circle. I know that this task is certainly beyond my scope, but I thought that a more experienced creator would love the challenge! As shown in the pic, i feel the center square of the lot should allow trees. I think the trees should be plopped seperately to allow the corners to match the user's city instead of forcing them to use on type of tree. If anyone has more ideas, please post them!
  10. Modified street corners

    Thanks noone, its people like you and qurlix and everyone else that improve this game that keep it alive. You guys should draw a paycheck from MAXIS for extending the life of a game that would have gone under a long time ago without this site!
  11. Modified street corners

    Great work qurlix! Crappy paths or not, it's still nice to see that this can work! It's too bad about the trees though, does anyone know if theres a mod that could allow trees on ground level transit or is there no bypass to that problem. i could just imagine the amount of conflicts a mod like that could cause with the NAM! Perhaps offset prop lots could dress it up, but having lots just for that would probably be more of a pain than a solution. i myself have no modding knowledge so I can't think of any good answers. I wish there was more I could do to help, but i'm just glad to see that there are people who can make sense of all that coding.
  12. Modified street corners

    That looks amazing nooneatall! Absolutely beautiful The only things I could suggest (not that its needed) is a small strip of sidewalk along the small arc at the intersection agaist the main street corner, but even as is this is great. Teirusu is probably right about the conflicts though, but i'm wondering if it would be possible to plop trees on the 2x2 version as it is? I dont know of any network pieces that would allow it, but I dont make it a habit of planting trees in the middle of the roads If prop groups could be added as you mentioned, would they vary as you build or would they be selectable as some of the seawall styles are on the STEX? What im gettin at is .....will there have to be a folder for the specific style you would have to put in your downloads folder out of a group of options, or would the mod make it so that when you build the corner, the prop set would change up for each corner you build? Confused yet? lol! I am If you could add the option, is it possible to have it work as a puzzle piece does in the NAM? By selecting the piece then pressing the TAB key to change styles? I know this all sounds like a bit much and I'm getting way too ahead so I guess I should be happy to see things moving along as they are! Thanks guys for all the hard work
  13. Modified street corners

    Wow nooneatall....for a bad texture that looks amazing! As Vester_dk mentioned, could the center allow a ploppable 1x1 park or is that possible? As far as I've heard, BAT's and props cant be included with the texture can they? If not, then a small ploppable to fill the space would be ideal! BTW, has anyone seen any diagonal facing statues? All the statues I've seen only face N,S,E,or W. I cant stand puting a statue on a corner and having it face to the side of the intersection !
  14. Modified street corners

    Hmmm.... very interesting! Thank you Vester_DK. I got to make sure to check out that thread! Edit: I noticed all of the pics in your post are of road ploppables.....do you think streets can conform to the same idea or just roads alone?? After all..if streets were that easy to work with, we would have had diagonal streets a long time ago!
  15. Modified street corners

    Oops! sorry bout the double post Please remove accordingly
  16. Modified street corners

    Thanks for the replies everyone and thank you Aran for the research! It's nice to know that there may be a possibility for some of my ideas to come to a working reality. As I mentioned before, I was tinkering with the idea of divided suburan roads with large tree lined medians. As you can see in the pic I've scanned of my doodlings....I began to sketch out puzzle pieces for all the possible intersections and curves to acheive a suitable range of possible combinations. After my eyes turned red and smoke started pouring from my ears....the gears in my measly brain came to a halt! I've come to the conclusion that there are tons of possible peices needed to make this work well. The curves and T's,Y's (and all the other letters of the alphabet!....)as well as the mirrored peices could take a lot of time to work out as I'm sure theres more than just the ones I've sketched. I don't even know what to name them all!? Then theres the modding and everything else! But while I'm dreamin'.......I might as well dream all the way LOL! Even if none of these ideas come about, perhaps they will be considered for SC5.
  17. Modified street corners

    Thanks for the replies so far . If I remember correctly, Marrast created his eyecandy underpass and it was later corrected by CJMarshall who pathed it and made it UDI enabled for vehicles going under. As far as I can remember, the lot did'nt cause abandonment to the lots placed on the edges of the lot. Perhaps this was because the pathing was in a straight line next to the lots ,I'm not sure, but I'm thinking that something like this could be done for this situation....then again my total modding experience is---zero! So please let me know of any ideas or thoughts anyone can add! I've also been thinking up ideas for sections of divided streets with tree lined medians and I'm sure all the same principals above will apply to those too.
  18. NAM: Requests

    I have to agree with you about the underside of the slope pieces. When I use the embankment pieces in conjunction with the slope pieces for an overpass, the lush green grass that grows underneath looks a little out of place. A simple lot with an overhanging prop to cover the grass would be nice, but would'nt work well in all cases...( not to mention you would have to make one for the embankment style you were using and there's lots of them to choose from!). I'm no good at modding and GMAX does'nt like me, but think a generic concrete style ground texture attached to the puzzle piece itself would probably be sufficient enough to work for most people as long as it just keeps some poor sim from having to mow all that grass under the overpass!
  19. NAM: Requests

    Hello everyone, I was wondering if there have been any thoughts on the development of highway on slope pieces to add to the NAM? During the play of a recent city, I found myself lacking a certain piece that would help me greatly! I need a piece to transverse from ground level highway to elevated highway on a slope created by one of the hole diggin lots for sunken highways. Without it....my highway looks odd!https://www.simtropolis.com/idealbb/files//SC4pics-1.jpg width=250 align=baseline>
  20. GDV Mayor Mode Tropical Sea Set

    This is beautiful and creative! Do you think you could add some marshgrass to the set for those of us with wetland areas? Either way this is excellent!
  21. Official BAT Request Thread

    I was wondering if anyone has considered creating a plopable coral reef set or marsh grass set to help add some realism to the terrain. I think that it would'nt be too complicated for some of the advanced BAT pros here. Can they also be growable like the trees?....or would that require a difficult modd to accomplish? Either way, I'd be really grateful of any effort!
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